本文整理汇总了C#中Server.MirObjects.MonsterObject.Attacked方法的典型用法代码示例。如果您正苦于以下问题:C# MonsterObject.Attacked方法的具体用法?C# MonsterObject.Attacked怎么用?C# MonsterObject.Attacked使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Server.MirObjects.MonsterObject
的用法示例。
在下文中一共展示了MonsterObject.Attacked方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: MeleeAttack
public void MeleeAttack(MonsterObject _target)
{
if (_target == null) return;
if (!uniqueAI.IgnorePets)
MeleeAttackDamage += DamageToPets;
else
return;
Direction = Functions.DirectionFromPoint(CurrentLocation, _target.CurrentLocation);
Broadcast(new S.ObjectAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation });
if (MeleeAttackDamage == 0) return;
if (uniqueAI != null && uniqueAI.MeleeAttackEffect > 0)
{
switch (uniqueAI.MeleeAttackEffect)
{
case 1: // Effect 1
Broadcast(new S.ObjectEffect { ObjectID = _target.ObjectID, Effect = SpellEffect.Entrapment });
break;
case 2: // Effect 2
Broadcast(new S.ObjectEffect { ObjectID = _target.ObjectID, Effect = SpellEffect.GreatFoxSpirit });
break;
default:
break;
}
}
_target.Attacked(this, MeleeAttackDamage, DefenceType.ACAgility);
if (_target.Dead)
FindTarget();
MeleeAttackDamage = uniqueAI.MeleeAttackDamage;
}
示例2: MassAttack
public void MassAttack(MonsterObject _target)
{
if (_target == null) return;
switch (uniqueAI.MassAttackEffect)
{
case 2:
Broadcast(new S.ObjectEffect { ObjectID = _target.ObjectID, Effect = SpellEffect.GreatFoxSpirit });
break;
default:
break;
}
_target.Attacked(this, MassAttackDamage, DefenceType.None);
}
示例3: Attacked
public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility)
{
int armour = 0;
switch (type)
{
case DefenceType.ACAgility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.AC:
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.MACAgility:
if (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist) return 0;
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
armour = GetAttackPower(MinMAC, MaxMAC);
break;
case DefenceType.MAC:
if (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist) return 0;
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.Agility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
break;
}
if (Envir.Random.Next(100) < Reflect)
{
attacker.Attacked(this, damage, type, false);
CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Reflect },CurrentLocation);
return 0;
}
if (MagicShield)
damage -= damage * (MagicShieldLv + 2) / 10;
if (armour >= damage) return 0;
MagicShieldTime -= (damage - armour) * 60;
LastHitter = attacker.Master ?? attacker;
LastHitTime = Envir.Time + 10000;
RegenTime = Envir.Time + RegenDelay;
DamageDura();
ActiveBlizzard = false;
Enqueue(new S.Struck { AttackerID = attacker.ObjectID });
Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });
//
ChangeHP(armour - damage);
return damage - armour;
}
示例4: Attacked
public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility)
{
int armour = 0;
if (Hidden)
{
for (int i = 0; i < Buffs.Count; i++)
{
switch (Buffs[i].Type)
{
//case BuffType.Hiding:
case BuffType.MoonLight:
case BuffType.DarkBody:
Buffs[i].ExpireTime = 0;
break;
case BuffType.EnergyShield:
int rate = Buffs[i].Values[0];
if (Envir.Random.Next(rate < 2 ? 2 : rate) == 0)
{
if (HP + ((ushort)Buffs[i].Values[1]) >= MaxHP)
SetHP(MaxHP);
else
ChangeHP(Buffs[i].Values[1]);
}
break;
}
}
}
switch (type)
{
case DefenceType.ACAgility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.AC:
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.MACAgility:
if (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist)
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
{
return 0;
}
armour = GetAttackPower(MinMAC, MaxMAC);
break;
case DefenceType.MAC:
if (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist)
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.Agility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
break;
}
if (Envir.Random.Next(100) < Reflect)
{
attacker.Attacked(this, damage, type, false);
CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Reflect }, CurrentLocation);
return 0;
}
armour = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(armour * ArmourRate))));
damage = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(damage * DamageRate))));
if (MagicShield)
damage -= damage * (MagicShieldLv + 2) / 10;
if (ElementalBarrier)
damage -= damage * (ElementalBarrierLv + 1) / 10;
if (armour >= damage)
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
if (MagicShield)
{
MagicShieldTime -= (damage - armour) * 60;
AddBuff(new Buff { Type = BuffType.MagicShield, Caster = this, ExpireTime = MagicShieldTime });
}
//.........这里部分代码省略.........
示例5: Attacked
public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility)
{
int armour = 0;
if (Hidden)
{
for (int i = 0; i < Buffs.Count; i++)
{
switch (Buffs[i].Type)
{
//case BuffType.Hiding:
case BuffType.MoonLight:
case BuffType.DarkBody:
Buffs[i].ExpireTime = 0;
break;
}
}
}
switch (type)
{
case DefenceType.ACAgility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.AC:
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.MACAgility:
if (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist) return 0;
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
armour = GetAttackPower(MinMAC, MaxMAC);
break;
case DefenceType.MAC:
if (Envir.Random.Next(Settings.MagicResistWeight) < MagicResist) return 0;
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.Agility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
break;
}
if (Envir.Random.Next(100) < Reflect)
{
attacker.Attacked(this, damage, type, false);
CurrentMap.Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Reflect }, CurrentLocation);
return 0;
}
armour = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(armour * ArmourRate))));
damage = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(damage * DamageRate))));
if (MagicShield)
damage -= damage * (MagicShieldLv + 2) / 10;
if (ElementalBarrier)
damage -= damage * (ElementalBarrierLv +1 ) / 10;
if (EnergyShield)
{
int shieldDamage = damage * (EnergyShieldLv + 1) / 10;
damage -= shieldDamage;
if (attacker.IsAttackTarget(this))
{
attacker.Attacked(this, shieldDamage, type, false);
}
}
if (armour >= damage) return 0;
MagicShieldTime -= (damage - armour) * 60;
ElementalBarrierTime -= (damage - armour) * 60;
EnergyShieldTime -= (damage - armour) * 60;
LastHitter = attacker.Master ?? attacker;
LastHitTime = Envir.Time + 10000;
RegenTime = Envir.Time + RegenDelay;
LogTime = Envir.Time + Globals.LogDelay;
DamageDura();
ActiveBlizzard = false;
ActiveReincarnation = false;
CounterAttackCast(GetMagic(Spell.CounterAttack), LastHitter);
Enqueue(new S.Struck { AttackerID = attacker.ObjectID });
Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });
//
ChangeHP(armour - damage);
return damage - armour;
}